# Objective - Contributes to #11478 - Contributes to #16877 ## Solution - Removed everything except `Instant` from `bevy_utils::time` ## Testing - CI --- ## Migration Guide If you relied on any of the following from `bevy_utils::time`: - `Duration` - `TryFromFloatSecsError` Import these directly from `core::time` regardless of platform target (WASM, mobile, etc.) If you relied on any of the following from `bevy_utils::time`: - `SystemTime` - `SystemTimeError` Instead import these directly from either `std::time` or `web_time` as appropriate for your target platform. ## Notes `Duration` and `TryFromFloatSecsError` are both re-exports from `core::time` regardless of whether they are used from `web_time` or `std::time`, so there is no value gained from re-exporting them from `bevy_utils::time` as well. As for `SystemTime` and `SystemTimeError`, no Bevy internal crates or examples rely on these types. Since Bevy doesn't have a `Time<Wall>` resource for interacting with wall-time (and likely shouldn't need one), I think removing these from `bevy_utils` entirely and waiting for a use-case to justify inclusion is a reasonable path forward.
126 lines
4.9 KiB
Rust
126 lines
4.9 KiB
Rust
use bevy_ecs::system::Resource;
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use core::time::Duration;
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/// Settings for the [`WinitPlugin`](super::WinitPlugin).
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#[derive(Debug, Resource, Clone)]
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pub struct WinitSettings {
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/// Determines how frequently the application can update when it has focus.
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pub focused_mode: UpdateMode,
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/// Determines how frequently the application can update when it's out of focus.
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pub unfocused_mode: UpdateMode,
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}
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impl WinitSettings {
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/// Default settings for games.
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///
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/// [`Continuous`](UpdateMode::Continuous) if windows have focus,
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/// [`reactive_low_power`](UpdateMode::reactive_low_power) otherwise.
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pub fn game() -> Self {
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WinitSettings {
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focused_mode: UpdateMode::Continuous,
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unfocused_mode: UpdateMode::reactive_low_power(Duration::from_secs_f64(1.0 / 60.0)), /* 60Hz, */
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}
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}
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/// Default settings for desktop applications.
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///
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/// [`Reactive`](UpdateMode::Reactive) if windows have focus,
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/// [`reactive_low_power`](UpdateMode::reactive_low_power) otherwise.
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///
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/// Use the [`EventLoopProxy`](crate::EventLoopProxy) to request a redraw from outside bevy.
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pub fn desktop_app() -> Self {
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WinitSettings {
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focused_mode: UpdateMode::reactive(Duration::from_secs(5)),
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unfocused_mode: UpdateMode::reactive_low_power(Duration::from_secs(60)),
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}
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}
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/// Default settings for mobile.
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///
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/// [`Reactive`](UpdateMode::Reactive) if windows have focus,
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/// [`reactive_low_power`](UpdateMode::reactive_low_power) otherwise.
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///
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/// Use the [`EventLoopProxy`](crate::EventLoopProxy) to request a redraw from outside bevy.
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pub fn mobile() -> Self {
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WinitSettings {
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focused_mode: UpdateMode::reactive(Duration::from_secs_f32(1.0 / 60.0)),
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unfocused_mode: UpdateMode::reactive_low_power(Duration::from_secs(1)),
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}
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}
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/// Returns the current [`UpdateMode`].
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///
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/// **Note:** The output depends on whether the window has focus or not.
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pub fn update_mode(&self, focused: bool) -> UpdateMode {
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match focused {
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true => self.focused_mode,
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false => self.unfocused_mode,
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}
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}
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}
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impl Default for WinitSettings {
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fn default() -> Self {
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WinitSettings::game()
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}
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}
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/// Determines how frequently an [`App`](bevy_app::App) should update.
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///
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/// **Note:** This setting is independent of VSync. VSync is controlled by a window's
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/// [`PresentMode`](bevy_window::PresentMode) setting. If an app can update faster than the refresh
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/// rate, but VSync is enabled, the update rate will be indirectly limited by the renderer.
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum UpdateMode {
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/// The [`App`](bevy_app::App) will update over and over, as fast as it possibly can, until an
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/// [`AppExit`](bevy_app::AppExit) event appears.
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Continuous,
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/// The [`App`](bevy_app::App) will update in response to the following, until an
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/// [`AppExit`](bevy_app::AppExit) event appears:
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/// - `wait` time has elapsed since the previous update
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/// - a redraw has been requested by [`RequestRedraw`](bevy_window::RequestRedraw)
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/// - new [window](`winit::event::WindowEvent`), [raw input](`winit::event::DeviceEvent`), or custom
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/// events have appeared
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/// - a redraw has been requested with the [`EventLoopProxy`](crate::EventLoopProxy)
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Reactive {
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/// The approximate time from the start of one update to the next.
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///
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/// **Note:** This has no upper limit.
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/// The [`App`](bevy_app::App) will wait indefinitely if you set this to [`Duration::MAX`].
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wait: Duration,
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/// Reacts to device events, that will wake up the loop if it's in a wait state
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react_to_device_events: bool,
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/// Reacts to user events, that will wake up the loop if it's in a wait state
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react_to_user_events: bool,
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/// Reacts to window events, that will wake up the loop if it's in a wait state
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react_to_window_events: bool,
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},
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}
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impl UpdateMode {
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/// Reactive mode, will update the app for any kind of event
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pub fn reactive(wait: Duration) -> Self {
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Self::Reactive {
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wait,
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react_to_device_events: true,
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react_to_user_events: true,
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react_to_window_events: true,
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}
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}
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/// Low power mode
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///
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/// Unlike [`Reactive`](`UpdateMode::reactive()`), this will ignore events that
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/// don't come from interacting with a window, like [`MouseMotion`](winit::event::DeviceEvent::MouseMotion).
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/// Use this if, for example, you only want your app to update when the mouse cursor is
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/// moving over a window, not just moving in general. This can greatly reduce power consumption.
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pub fn reactive_low_power(wait: Duration) -> Self {
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Self::Reactive {
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wait,
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react_to_device_events: false,
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react_to_user_events: true,
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react_to_window_events: true,
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}
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}
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}
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